Difference between revisions of "User:Studenterhue/Genetics Rearrange"

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m (smash the researching mutations section into the mutations section, rename some things)
(The way I'm thinking of doing this, I'll probably want GeneTek UI to have its own subsection under Basics)
 
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  the current genetics page but less arranged around the genetek console
  the current genetics page but less arranged around the genetek console
==Basics & the GeneTek UI==
==Basics==
  explains how to navigate the genetek ui
  explains how to navigate the genetek ui
  explains the icons used
  explains the icons used
===The GeneTek UI===
===Icons===
==Mutations & How to Activate Them==
==Mutations & How to Activate Them==
===Researching Mutations===
===Researching Mutations===

Latest revision as of 05:59, 7 August 2020

the current genetics page but less arranged around the genetek console

Basics

explains how to navigate the genetek ui
explains the icons used

The GeneTek UI

Icons

Mutations & How to Activate Them

Researching Mutations

explains what unknown mutations are
walks through how to research a mutation marked unknown  

Actually Activating Mutations

explains the two methods, advantages and disadvantages of each


Completing the Code

In this method, you manually add the missing bits to the latent mutation, which the GeneTek represents as a bunch of lettered blocks with empty spaces for you to fill in. Some sections can be figured out immediately, while others need simple guesswork as you go through each possible combination. Once the correct arrangement and combination of blocks is entered, you can then activate the mutation. It will then be removed from Potential and relocate to the Mutations section, where all the active mutations are displayed.

Within a round, all subjects with a specific mutation will have the exact same combinations and arrangement of DNA blocks required to unlock it. Once you've activated a mutation the slow way once, an autocomplete button will appear in Potential, letting you instantly activate that mutation on a target in the scanner.

This also means that if, for example, one human has half the code for Fire Resist and another has the other half, you can simply put the two together to figure out the full code. By clicking on the green vertical line connecting pairs of blocks, you can highlight that pair, which is useful for marking parts of the mutation which haven't been figured out yet.

Code Walkthrough

One of the two ways to activate a mutation is to have the subject be in the scanner and fill out the blocks until the correct combination and arrangement of bases is achieved. This section will walk you through this task using a simple example.

Though in this example we've researched the mutation by clicking the Research required link, you do not have to research a mutation to start filling in the blocks and activating the mutation this way. It is, however, highly recommended that you do. (In the time you complete the code, you'll probably get back the materials anyway. )

GeneTekPuzzlePart1.png

Start off by filling up any half-filled pairs. A goes with T, G goes with C.


GeneTekPuzzlePart2.png

Next, start working on the unfilled pairs. CG is different from GC, and AT is different from TA, so each unfilled pair has four different possible arrangements. Luckily, there's only one unfilled pair here, so in total, there are four different combinations we need to try. Let's start with GC.

Hint: Choosing the swap options (e.g. A->T, C->G) will fill both blocks, much quicker than individually filling blocks.


GeneTekPuzzlePart3.png

GC doesn't do anything, so we'll try CG next.


GeneTekPuzzlePart4.png

CG doesn't do anything either. What about AT?


GeneTekPuzzlePart5.png

Success! Click "Activate" and you're done!

This is quite a simple example, and we did not have to go through many combinations to get to the correct pattern. However, once you get into multiple empty pairs (which is rather common), the amount of combinations you'll have to try can quickly escalate. Luckily, one of the first upgrades you can buy, Gene Sequence Checker, can make this go by much quicker. With this upgrade, you can fill all the unfilled pairs with one pair, use the checker, swap out all the ones marked wrong with a different pair, wait for the checker to cooldown, and rinse and repeat.

Locked pairs

You may notice some pairs have a little lock between them, click on them to begin a game:

 SCANNER ALERT: Encryption is a 2-character code.
 Possible characters in this code: G C 

A specific chain of letters must be entered to unlock the pair of blocks. The only possible combinations here are GG, GC, CG and CC.

If your answer is wrong, the machine will show you how close you are to the correct answer. Let's assume we entered GG and this was the result:

 SCANNER ALERT: Decryption failed.
 0/2 correct characters in entered code.
 0/2 characters in correct position.
 Attempts remaining: 1.

This shows that there is no G in the code, and thus the code must be CC!

Some codes will be this simple, but others will have up to 4 characters. Some genes will even have multiple locked pairs. Most of the more powerful genes have some of their pairs locked, so it can be worth the effort!

DNA Activators

Rather than figuring out and manually adding the missing bits yourself, you can have the GeneTek create a DNA activator with all the necessary bits needed to activate the mutation. You do not have to complete the blocks on the screen for the mutation during any part of this process.

An activator that is successfully used on a human (i.e. activates a mutation that was in that person's Potential) will turn transparent and become a filled DNA activator (FilledActivator.png); if it failed, you'll get an expended DNA activator (ExpendedActivator.png).. You can then click on the genetics console with the filled activator in your active hand to redeem it for the following rewards:

  • Extra research materials.
  • A free unlock for a locked pair.
  • A random chromosome.

In addition, each and every filled DNA activator turned in will also reduce the costs of all Research tasks, including mutation research, by one. It's not too much, but the reduction adds up over time, and it'll help you unlock those more expensive upgrades.

Activators Walkthrough

Research Upgrades

like the current section, but the table also lists the prerequisites for unlocking said upgrades

Materials

how to obtain materials

Chromosomes

Chromosomes are modifiers that can be spliced with existing mutations to improve or alter their abilities. You can sometimes get them from turning in filled DNA activators. Each mutation can only be spliced once, at either the Potential or (if applicable) the Stored Mutations Menu, but the modified mutation can be stored and applied multiple times. Before a chromosome can be spliced, they must be marked for splicing first, through the Stored Chromosomes menu, which is accessible through the Research Menu. They come in multiple forms:

  • Stabilizer: Removes the genetic stability penalty from the mutation.
  • Synchronizer: Makes the mutation less dangerous to the user. This has multiple different effects depending on the mutation it's spliced with.
  • Weakener: Makes the mutation give more genetic material when reclaimed.
  • Reinforcer: Makes the mutation mutadone-proof, meaning that the only way it can be removed is through the genetics console.
  • Power Booster: Makes the mutation more powerful! Note that this only affects ability mutations, i.e. mutations that appear in the DNA hotbar.
  • Energy Booster: Halves the cooldown time associated with any activated ability the mutant grants.
  • Camouflager: Hides the message associated with gaining a mutation.

Other Fun Things to Do With Genetics

Homo Alterum: Body Types

explains that if you have someone in the scanner, you can change their body type
mentions some potential situations where you might need to do that
links to section on body type mutations

Purple Flaming Spacepeople: Changing Appearance

explains that if there's someone in the scanner, you can change their appearance
mentions that the game can take a while setting appearance
notes hair styles exclusive to genetics

Mutations

There are a wide variety of mutations, some commonplace and simple, some extremely powerful and rare. Some are beneficial, some are detrimental, some are situational, and some are just wacky and fun. There are more mutations than those listed here, so feel free to research and find mutations on your own! Clicking the blue ABIL tab on your hotbar will toggle between standard options and your available mutation powers.

Stability

Fiddling with your genes is not free! Every time you use your active powers, there is a risk that your powers will horribly backfire, causing a Bad Thing happen. The chance you avert this and successfully use your powers is called genetic stability. You start out with 100 genetic stability, i.e. a 100% success rate, and if you are Injected with mutations not in your genetic potential, this number will increase and decrease by a set amount, depending on the mutation. Typically speaking, the more powerful the mutation injected, the bigger the stability penalty. Some genetic mutations, usually the debilitating ones, can actually increase your stability instead.

If you reach sufficiently low levels of stability, extremely bad things are extremely likely to end up happening, up to and including spontaneous gibbing and/or petrification. Activating mutations from your Potential pool doesn't affect Stability at all; it only happens with Injected mutations. In other words, stability loss really only occurs with DNA Injectors; DNA Activators, by their very nature, do not incur stability penalties since they can't activate mutations that aren't in your potential.

Certain chromosomes can change the effects of certain mutations, such as removing the stability penalty, making otherwise harmful mutations harmless, or making them more powerful. Experiment!

High Complexity DNA

This is a unique, rare mutation which cannot be researched or activated using an activator. It can also only be worked on if the carrier is physically in the scanner. When activated and stored using the Mutation Storage research, it serves as a wildcard for combining stored mutations, so you can very easily get some fascinating and rare mutations this way.

Combining Mutations

Once you have researched Mutation Storage, active mutations can be stored and combined to yield new and more useful mutations. Some of these are only available via combination, whereas others may appear (rarely) as potentials. There isn't any penalty to getting an invalid combo, so feel free to experiment and see what results you get!

Possible Mutations

Power Message Danger Level Stability Effect
Blindness You can't see anything. Harmful +20 You no longer see action messages about what you and other people are doing and cannot see anything beyond a very small distance from you. You can still interact with things via right-click menu, and you can click on pills/patches/auto-injectors in-hand to use them on yourself, but you otherwise can't do much. To fix this without modifying DNA, you can equip a pair of VISOR Goggles.
Frontal Gyrus Suspension You are unable to express yourself. Harmful +20 You become mute, you are unable to speak. The mime gimmick job starts with this, as an enforced vow of silence. Mutadone cannot cure this if it is caused by admins, for obvious reasons.
Deafness It's quiet. Too quiet. Harmful +20 You can't hear anything and are immune to most forms of ear damage. Blessed silence may come as a relief once you've gotten sick of the regular radio chatter. To fix this without modifying DNA, you can equip an auditory headset.
Radioactive You feel a strange sickness permeate your whole body Harmful -10 You suffer from radiation sickness and cause the same to nearby people. May also give you more bad mutations.
Dyspraxia You feel kind of off-balance and disoriented. Harmful +5 You randomly suffer bouts of movement confusion.
Glowy Your skin begins to glow softly. Harmless 0 You permanently emit a light with a random color and intensity.
Tourettes Your thoughts become disorderly and hard to control. Harmless +5 Your speech will often come out as excited shouts in ALL CAPS, be horribly misspelled, and instead of saying "say" before everything you, well... say, it will say that you "gibbered". Also, sometimes things you say will be broadcast over the radio if you are wearing one, in all its CAPS filled glory, whether you want it to or not.
Frontal Gyrus Alteration Type N Y-you f.. feel a.. a bit n-n-nervous. Porky but Harmless 0 Your speech stutters and falters like Porky the Pig.
Frontal Gyrus Alteration Type-S You feel like you want to smile and smile and smile forever :) Happily Harmless 0 You somehow say colon parthesis (:)) after everything you say.
Frontal Gyrus Alteration Type-E You feel funky. Elvisously Harmless 0 You talk like a king...a king of rock and roll! You extend your vowels the same way Elvis does.
Frontal Gyrus Alteration Type-C Ye feel like a reet prat like, innit? Hermless, mate 0 You speak like a middle-class English chav. You are the charmingly ugly lovechild of at least ten cultural accents and pack sounds together like black pudding.
Frontal Gyrus Alteration Type-B You feel Swedish, however that works. Tootelly Hermless, bork bork! 0 You speak Swedish,Bork Bork Bork! You extend your vowels to long e's and o's, and randomly add "Bork"'s like you add Swedish meatballs. The chef will commonly spawn with this accent.
Frontal Gyrus Alteration Type-T You feel torn apart! Moestly Hahwleess 0 You have Tommy Wiseau's Joisey accent. Your speech is an audio disaster.
Frontal Gyrus Alteration Type-CS You feel great!! Comically Harmless 0 You somehow speak in Comic Sans.
Frontal Gyrus Alteration Type-D You feel like your tongue's made out of lead. Compleffely Harmleshsh 0 You slur your speech like a drunkard.
Frontal Gyrus Alteration Type-R .sdrawkcab tib a leef uoY .sselmrah, tub gnisufnoC 0 You talk backwards. Pro-tip: Put your ; or :prefix at the end to talk over the radio.
Frontal Gyrus Alteration Type-O You feel a bit tongue-tied. Mstly Hrmlss 0 All your vowels get replaced with a random vowel.
Frontal Gyrus Alteration Type-F Och aye! You feel like a true Scot! Skaithless 0 You speak with a Scottish accent. You do weird things with vowels, and, unlike other accents, you use entirely different words for things. You call a butt a "dowp", a jumpsuit a "carsakie", things like that.
Frontal Gyrus Alteration Type-FI Sauna and birch beatings! Hyvä! Arrmless 0 You speak like the space Finns, the sauna-loving, people-hating neighbors of Sweden. You double up on your i's and r's, pronounce g-vowel pairs at the beginning of words as k-vowel, chop w's into v's, have a peculiar inability to say h's, say sh as ch, and switch up your b's with p's and vice versa.
Frontal Gyrus Alteration Type-Q You feel that your province is a nation, however that works. 'armless 0 You speak the accent of the space separatist Space Quebeckers of Space Canada. You say "le" instead of "the", contract h's at the beginning of words, and pepper your sentences with curious profanity. In addition to the stereotypical "th"->"z", you also have:
  • ts->zes
  • st->ss
  • ch->sh
  • vowel-t at end of word->vowel-tte
  • vowels at the beginning of a word->h-vowel
  • F at beginning of word->ef
Frontal Gyrus Alteration Type-BT Your breath smells like a fart. Butt +10 You speak like a buttbot. When you talk, some of your words are replaced by "butt".
Frontal Gyrus Alteration Type-X You can't seem to form any coherent thoughts! Harmful +10 Your speech becomes unintelligible, as every consonant is randomized. Vowels are unaffected.
Cranial Keratin Formation A pair of horns erupt from your head. Harmless 0 You look (more) like a doofus.
Apocrine Enhancement You feel sweaty. Harmless 0 You get a serious case of the stinks, causing people nearby to get wonderful messages about how nice the room smells.
Fire Resistance You feel cold. Beneficial -10 You are immune to high temperature and fire. You have a noticeable orange aura.
Cold Resistance You feel warm. Beneficial -10 You are immune to low temperature and ice. While your body temperature can still drop to freezing and below (allowing you still benefit from cryoxadone), you won't be slowed down. You have a noticeable blue aura.
Thermal Resistance N/A Beneficial -10 You are immune to all changes in temperature, fire and ice. You gain an aura which flicks between orange and blue.
Alcohol resistance You feel unusually sober. Beneficial 0 You are a bit more immune to alcohol, i.e. you can drink Bo Jack Daniel's without passing out, but you will still get fairly smashed. At the start of the round, the detective, HoS and barman will normally spawn with this mutation as a trait.
Radiation Resistance N/A Beneficial -15 You are immune to ionizing radiation, period. While you'll still get the Irradiated status effect, you don't suffer the resulting mutations or the associated TOX and BURN damage.
SMES Human Your hair stands on end. Beneficial (Mostly) -15 You are protected from electrical energy. Useful when the AI is shocking everything or a malicious Engineer has hotwired the engine and you are lacking insulated gloves. You will also resist shocks from stun batons, but not the more concentrated electric bursts of energy guns and tasers. On the flip side however, this includes defibrillators.
Jumpy Your leg muscles feel strong and taut. Beneficial -5 You gain a jump that moves you half a screen in no time at all. Just make sure you don't use it while inside a container/vehicle of some sort, or you won't like the result...
Chameleon You feel at one with your surroundings. Beneficial -20 When toggled on, you become invisible while standing still ; you'll know you've become invisible because you'll see a faint light blue aura around you. The AI, Cyborgs, and people wearing optical thermal scanners can still see you. This can work against you in more ways than one.
Cloak of Darkness You meld into the shadows. Beneficial -20 You're invisible while in the dark. The Vampire gets this power for their Bat Form Mk II ability.
High-pressure intestines You feel bloated and gassy. Beneficial -15 Blow away your foes with your tremendous farts! Beware: if Empowered, you will not just blow away your foes, but also yourself.
Cryokinesis You notice a strange cold tingle in your fingertips. Beneficial -10 You gain the ability to cool people down significantly by firing a ball of ice at them, and to get on everyone's nerves by creating patches of slippery ice on the floor.
Telepathy You can hear your own voice echoing in your mind. Beneficial -5 You gain the ability to communicate telepathically. Telepathic messages show up to the recipient as "A psychic voice echoes, "[TEXT]"" in hotpink. Don't use this to impersonate admins, lest you want to earn yourself a ban.
Optic Energizer Your eyes ache and burn. Beneficial -10 You gain the ability to fire laser beams from your eyes.
Meta-Neural Enhancement Your mind feels closed. Beneficial 0 You cannot be mind-read or telepathically spoken to. Doesn't affect the admin's telepathy, obviously.
Empathic Thought You suddenly notice more about others than you did before. Beneficial -5 You gain an ability that lets you read the minds of others, telling you a random thought of no significance and clues about their current intent (as in Disarm, Grab, etc., not necessarily the player's actual intent), current health, and their PIN number.
Matter Eater You feel hungry. Beneficial -5 You can eat many more items than normal, like weapons from disarmed opponents, or even your own body parts! Just remember that you need certain body parts to live...
Telekinetic Pull You feel your consciousness expand outwards. Beneficial -15 You can send unanchored items flying from afar by click-dragging them from one tile to another. You can also perform a Telekinetic Smash, which throws all unanchored objects near to a location into it. Works great with X-ray vision.
Gamma Ray Exposure You feel your muscles swell to an immense size. Beneficial -25 Your skin turns green, and your punches knock people away from you and do more damage. Your fists can instantly break tables, asteroid rock, wooden doors (but not any other doors), and grilles if they've fairly low health, and they can break windows, walls, and clown cars with enough time. You can pull corpses, people you've grabbed, people who aren't on Help intent, and things that contain either with no slowdown. Watch your health; if you get too hurt, your muscles will shrink back down.
X-Ray vision You suddenly seem to be able to see through everything. Beneficial -30 Basically wearing Optical Meson Scanners and Optical Thermal Scanners at the same time, as it lets you can see through walls and see cloaked people. Doesn't decrease or remove darkness, but it also doesn't increase the darkness of areas beyond your normal line of sight, unlike mesons.
High Decay Digestion Your stomach grumbles unpleasantly. Harmful -10 Your farts create clouds of jenkem, which goes straight into the bloodstream of anyone who breathes it in.
Obesity You feel bloated and lethargic. Harmful +5 Is fat. You are so fat that people may struggle to push your fat ass out of the way. Some of your clothes may also rip due to your extreme girth. Also makes it harder to find your neck.
Self Biomass Manipulation Your skin and joints feel loose. Harmful -5 You can turn yourself into a liquid. If it's not Synchronized, your flesh melts off your body; RIP. If it is Synchronized, it's a genetic version of the wizard's Phase Shift; beware however that if it backfires, even when synchronized, you are still killed instantly. However, due to the way the chance of a backfire is calculated, using this power even at relatively high genetic stability(anything less than 100) can still kill you, so be warned! (Note: This power used to trigger the unsynchronized effect if you were anywhere on the Restricted area, but now it simply states that "you cannot seem to turn incorporeal here.")
Incendiary Mitochondria You feel like you are burning up. Harmful -10 You set yourself on fire and become a human torch. This is a very bad thing if you don't want to burn alive. If you have Heat Resistance this will instead fizzle and do nothing.
Epilepsy You twitch. Harmful +10 You will occasionally have seizures, being stunned on the floor for the duration of them. You will shake violently, and due to a bug the twitching will persist even after the mutation is removed.
Chronic Cough You feel an irritating itch in your throat. Harmful 0 You occasionally cough, dropping anything in your hands.
Diminished Optic Nerves Your vision blurs. Harmful +5 Your vision becomes blurred, and darkened outside a small radius. Can be counteracted with Prescription Glasses.
Adrenaline Rush You feel hype! Beneficial -5 You get an activated ability that allows you to recover from stuns by putting various stimulating and painkilling drugs in your bloodstream. Also one of the only genetic mutations that can be used while incapacitated.
Anaerobic Metabolism Your lungs feel strangely empty. Beneficial -40 Prevents you from taking any damage from lack of oxygen and inhaling harmful gases like plasma, but not chemical smokes--you still need a gas mask, gloves & biosuit for those!.
Apidae Metabolism You feel buzzed. Harmless 0 Doesn't seem to do anything at first. However, if sugar is put into the bloodstream through any means, it has...interesting effects.
Booster Gene N/A ? ? Booster Genes are a group of five different, mysterious genetic mutations that, on their own, do absolutely nothing. However, they are said to interact with other activated genes in various and interesting ways.
Constricted Larynx ...you feel like being quiet... Harmless 0 Your text becomes really, really small.
Corprolalia You can't seem to shut up! Harmless 0 You randomly shout random swear words.
Dactyl Crystalization Your fingers and toes turn transparent and crystalline. Harmless 0 Changes your snap and slap noises. This doesn't mean you can't still snap your fingers off!
Dermal Glitter Your skin looks all blinged out. Harmless 0 You sparkle as if you're carrying an item made of gold.
Dimensional Shift You begin to see a small blue light... Beneficial -20 You can enter a pocket dimension, rendering you immune to any and all outside events, but you're unable to move while within this space until you exit. Basically, an indestructible, incorporeal closet on command. Any effects that are doing damage to you such as a heart attack or damage from poison still happen.
Ethanol Production You feel drunk! Harmful 0 You constantly produce ethanol in your bloodstream, slowly making you extremely drunk.
Healing Touch Your hands radiate a comforting aura. Beneficial -10 You gain an ability that can heal an adjacent human for a small amount of damage.
High-Pressure Larynx YOU SUDDENLY FEEL LIKE SHOUTING A WHOLE LOT!!! Harmless 0 YOUR TEXT BECOMES REALLY LARGE
Irritable Bowels Your guts are rumbling. Harmless 0 You automatically and intermittently fart.
Meta-Neural Antenna Your head is full of odd chatter. Beneficial -5 You can hear all radio channels (excluding syndicate) without a headset.
Midas Touch Your hands sparkle and gleam. Beneficial -5 You gain the ability to turn certain items into solid gold! This includes your own butt (and other limbs). Just don't expect to get super-rich from selling your transmuted gold bars; the traders can tell that it wasn't originally genuine gold. There's also a chance you're just turn items in flesh (Grody!) instead of gold; the less stability you have, the more likely this'll happen.
Motor Neuron Signal Enhancement One of your limbs feels a bit strange and twitchy. Harmful +20 A random limb, chosen upon mutation acquirement, proceeds to strangle you, kick you in the head, and do various other harmful actions.
Musculature Enhancement You feel buff! Beneficial 0 You gain a slight strength bonus to mining. Also negates the speed penalty from pulling objects somewhat. Maybe it has other uses...
Narcolepsy You feel sleepy. Harmful +5 You randomly to fall asleep.
Natural Anti-Toxins Your pulse seems to relax. Beneficial -15 Increases the depletion rate of all chemicals in your bloodstream. Note that this is not exclusive to poisons; it affects all chemicals.
Paranoia They're out to get you! Harmless 0 You automatically and intermittently scream.
Photokinesis Everything seems too dark! Beneficial -5 You can create a radiant point of light.
Polymorphism You don't feel entirely like yourself somehow. Beneficial -15 You can take on the appearance and name of a crewmember by touching them.
Pseudonecrosis N/A Beneficial -5 You are recognized as dead by all medical scanners and machinery.
Regeneration Your skin feels tingly and shifty. Beneficial -40 You slowly regenerate brute and burn damage and regain lost limbs, eyes, hearts, brains, lungs, and other organs over time.
Spatial Destabilization You feel a bit out of place. Harmful -15 You teleport at random. Fortunately you can't teleport onto space tiles. Unfortunately you can teleport onto things covering space tiles, like catwalks.
Toxic Resistance You feel refreshed and clean. Beneficial -40 You are immune to toxin damage, though you'll still have to heal up any toxin damage you had before acquiring the mutation. You will still be susceptible to any other effects of poisons, such as radiation, burn damage, stuns, and suffocation.
Unstable Refraction N/A Harmful -15 You randomly flicker in and out of invisibility at random. (Unable to get currently)
Meta-Neural Haze N/A Harmless -5 Your character can't be Examined.
Brown Note You feel mischievous! Harmless (Mostly) -15 You can produce a sound that makes others around you fart. Be careful around bibles!
Mass Emesis You feel sick. Beneficial -10 You can expel whatever chemicals were in your bloodstream as a beam of vomit. Anyone caught in the beam absorbs the chems.
Ink Glands You feel artistic. Beneficial -2 You gain the ability to paint nearby people and objects a random color.
Fire Breath Your throat is burning! Beneficial -10 You can exhale fire.
Erebokinesis Everything seems too bright! Beneficial -5 You can snuff out all light in an area, akin to a darkness artifact.
Mutagenic Field Your flesh begins to warp and contort weirdly! Harmful -50 You occasionally spontaneously mutate and may cause others nearby to do the same, with a higher chance of receiving bad mutations than good.
Blood Toxification ...you feel sick. Harmful 0 You occasionally suffer one unit of toxin damage.
Monkeyspeak You feel one with the jungle! Beneficial 0 You can understand the chimpering of monkeys.
Night Vision Everything suddenly appears oddly lit. Beneficial -25 Darkness is greatly reduced. Pitch-black areas will still appear dim, though not enough to significantly reduce visibility.
Hemopoiesis Overdrive You feel like being stabbed isn't such a big deal anymore. Beneficial -15 When you have less than 500 units of blood in you, you regenerate blood faster than usual at around 6 units per second. Stacks with filgrastim's blood regen.
Tinnitus You hear a ringing in your ears. Harmful +5 Occasionally, you hear a ringing sound in your ears, similar to that of a phone ringing. It persists even if you are deaf.
Physically Unfit You feel slightly less energetic. Harmful +5 Your max stamina is reduced by 30, and your stamina regen is reduced by 2.
Physically Fit You feel slightly more energetic. Beneficial +5 Your max stamina is increased by 30, and your stamina regen is increased by 2.
Nectar Perspiration Your guts are rumbling Harmful +10 A swarm of tiny lil' bees surrounds you. These bees sometimes sting those who attack you in melee, injecting them with a little bit of histamine, but they also can sting you at any time, giving you histamine. In either case, wearing armor (or any other form of protection) does not prevent from being stung.
Electromagnetic Field None. Harmful +10 Tiny, 1 tile, EMP bursts occasionally occur within a 2-tile radius around you. These EMPs can and often do hit the tile you're on, and they cause the same effects as the EMP grenades (radios malfunctioning, batteries draining, etc.)
Polycythemia Your breathing quickens. Harmful +5 If you have less than 600 units of blood in you, you regain blood at an accelerated rate (3 units per second, compared to just 1 per second), until you reach 600 units. Doesn't seem too bad, until you starting developing hypertension from your heart having to pump to all that blood...
Anemia You feel lightheaded. Harmful +5 Your body can now accommodate only 400 units of blood, and if it goes over that, it quickly loses it. As a result, you'll often be at risk of entering shock, and bleeding out is more dangerous.
Vestigial Ballistics You feel intense pressure in your hip and shoulder joints. Harmful +15 Lets you launch a random arm or leg of yours at someone, dealing a fair chunk of brute damage. This hurts you a bit if it's not Synchronized, and it does more damage if it's Empowered. Explosions also have a higher chance to delimb you.

Body Type Genetics

Various, harmless, completely cosmetic mutations that make your character look like various things such as a lizard person or a giant roach. Can only have one at a time. They have no stability penalty. Once you've researched them, you can activate these through the Body menu, in addition to the activators and DNA block methods.

While different Admins have different policies on whether or not characters with these mutations are human under the silicons' eyes, it is universally agreed that hey are still protected by the Rules. That means it is not acceptable to kill them just simply because they're a lizardperson or whatever, unlike other servers.

Power Message Effect
Dwarfism Did everything just get bigger? You are smaller. At the start of the round, Miners may spawn with this mutation.
Bioluminecent Overdrive Your skin begins flashing! Your skin begins to rapidly flash different colors, similar to GBS' symptom but without any of the deadliness.
Melanin Stimulator N/A Turns your skin and hair EXTREMELY dark.
Melanin Suppressor N/A Turns your hair and skin to an extremely light shade and makes your eyes red.
Melanin Eraser You feel oddly plain. Turns your hair and skin EXTREMELY light. Essentially albinism.
Saurian Genetics Your skin feels oddly dry. You turn part lizard/reptile, complete with scales and tail, a belly spot, and/or head crest. The colors used are darker than those used for appearance details in your character preferences, but the game tries to avoid using extremely bright and extremely dark colors. Top detail color influences scales and tail color, the middle detail the belly spot and tail underside, and the top detail the crest; if you don't have anything for a certain layer, it's not drawn at all. Currently, hair dye and genetics cannot change colors. You also get a tail, like a T-rex and extend every s into a hiss, like a snake.
Ossification You feel kinda thin. All your meat and organs squish into your bones, turning you into a very spooky living skeleton who can make certain hotdogs hop and drink milk to heal a little bit of all damage. Don't think about it too much.
Aquatic Genetics You feel wet and squishy. You turn part squidperson/ithillid/starspawn. Your skin turns purple-pink, your eyes turn yellow, and you grow mini-tenacles and fins on your head that allow you move through liquids without slowing down. And, yes, you can breath underwater.
Blattodean Genetics You feel like crawling into somewhere nice and dark. You turn part cockroach, though some say it's more like those ants from A Bug's Life but brown. A pair of antenna grow on your head, chitin plates grow all over your body, and you get this weird thorax thing where your butt is. All purely cosmetic, as usual, though you do see slightly better (as in, just one tile further) in the dark than usual.
Primal Genetics You go bananas! You become a Monkey.

Frontal Gyrus Alterations

mentions that accents can stack
notes that you shouldn't randomly give people accents